Melee  and Grenades 


Melee Weapons

Grenades





VIBROCLAWS
Yet another invention from the mind of Rebel SpecOps agent Dakkon Strahl, Vibroclaws are both 
easy to use and damaging.
Type: T1-X98 Vibroclaws
Damage: STR+3D+1(x2) (max 7D)
Difficulty:Very  Easy
Cost: Not available


Locris Syndicates Mono-3
        The Locris Mono-3 is a typical specimen of molecular stiletto.  Having a blade constructed of single, 
extremely large molecule, molecular stilettos are incredibly strong and compact.  Having a blade only a 
few millimeters wide and about ten centimeters long, it can be easy  to concealed in a boot or sleeve, or 
the hilt decorated and used for a hair or lapel pin.  This particular model is composed of a carbon/silicon 
compound that is nearly indestructible, but other models use different compositions.  They are hard to 
craft, expensive and rare, but they have no passive sensing signature, and never jam or run out of 
ammunition or energy, and produce minimal noise.
type: monomolecular stiletto
skill:  Melee Combat: molecular stiletto
availability:  3  R,X
cost:  450
body:  10D (due to monomolecular construction)
difficulty:  Moderate
damage:  STR+1D+2  (max 5D+2)


Talex-Delcor SKE/4 Ballistic Knife
        This is a standard, ceramic composite fighting/throwing dagger, with a twist.  It may be used 
normally, but it may also be used a silent ballistic weapon.  By grasping the butt cap and twisting to the 
right 90 degrees, you unlock the blade retention spring and extend the trigger from out behind the cross 
guard.  Just point and pull.  When he spring breaks, it contains
nearly 100kg of stored force, which all go into hurling the knife blade forward.  For a really interesting 
effect, fire it into the opponent's forehead and leave.  His comrades will be wondering three things, 1) 
where is the rest of the knife, 2) who is strong enough to shove a knife through a person's skull, and 3) is 
that person still around?
type: ballistic knife
skill:  Melee Combat: knife
Missile Weapons: ballistic knife
Thrown Weapons: knife
availability: 2 R
cost: 70
range:  (if fired) 2-4/10/15
 (if thrown)  2-3/5/10
difficulty:  (if used as a melee weapon) Very Easy
damage:  (melee)  STR+2  (max 6D)
 (thrown)  STR+2  (max 5D)
 (fired)  3D


typical Garrote
        A garrote is simply a piece of line or (better) wire attached to two toggles or wrapped around your 
hands (not advisable with wire).  To use, you approach your target from he rear an lower the garrote over 
his head and around his neck.  Quickly spread or close your arms (depending on how you work), causing 
the wire to dig into your arget's neck like a blade, and either pull him back and off balance, or slam your 
knee into it's back. Hold it for as long as it takes.  The garrote is nice, as it can be improvised under almost 
any circumstances and can be concealed almost anywhere or in anything.
type:  wire garrote
skill:  Melee Weapons: garrote
availability:  1
cost:  about 5-10 credits to improvise
difficulty:  Moderate
damage:  STR+1D+2, STR for each additional round.  (max 5D first round, 4D each additional round)
notes: must make opposed Sneak roll to approach your target.

typical Vibroshiv
        The vibroshiv is the smallest vibroblade that is large enough to be used in combat.  They consist of a 
5 to 7.3cm long  vibroblade with a punch dagger configuration.  They contain a miniature powercell to 
activate the microserrations on  he blade, and is usually tuned to a frequency well above the human hearing 
range.  They are small enough to conceal as part of a belt
buckle, in a boot heel, or up a sleeve.
type: vibroshiv
skill:  Melee Combat: vibroshiv
availability:  2  R,X
cost:  150  (varies by quality and damage)
difficulty:  Easy
damage:  STR+1D  (range: STR+1 to STR+2D;  max 6D)


VIBROGAUNTS
Technically classified "Recreational Enhancement Equipment" these items just happen to work 
very well as offensive weapons.  Gauntlets designed with servo enhancers to boost hand strength, 
and vibroblade talons on each finger, they were designed to assist in recreational climbing.  Of 
course it's totally cooincidental that they also assist in tearing someone's heart out of their chest.  
Very popular among the criminal element.
Type:  VBG-1X Vibrogaunts
Scale: Character
Damage:  STR+3D+2 (each glove) (max 7D+1)
Skill: Brawlling
Difficulty: Easy
Notes: Adds +2D to climbing only.  May add a bonus to gripping an opponentor object, at the 
GM's discretion.


Manopele
This weapon is a short, sword-like blade attached to a metal gauntlet  worn on the right arm to the 
elbow.  I also has two short, outward-curved blades on either side of the main one.  It can catch 
and parry, and  sometimes disarm an opponent by using the side blades and a strong  twisting 
motion of arm  and wrist.  The weapon is +1D to parries.  On a  successful parry an opposed STR 
roll may be made to  twist an opponent's weapon from his grip.  Opponents holding a weapon with 
both hands resist at double  their STRENGTH.  
Manopele	 150 Cr	STR+1D+2	Easy
vibro-manopele	 500 Cr	STR+2D+1	Easy	*
fusion manopele 2,900 Cr	   4D		Easy	**	parries lightweapons

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Fragmentation Grenades:
purpose: anti-personnel  The fragmentation grenade, or "frag" as it often called, 
is a popular and simple anti-personnel grenade.  They consist of a metal or plastic
and metal shell, filled with explosives.  The explosives shatter the grenade body into small shards, 
which are razor sharp and nearly  molten form the blast heat. They produce devastating wounds, 
but less bleeding then most people would think, due the extremely  high temperature of the 
shrapnel. They are easily improvised from scrap metal and explosives, making  them popular with 
criminals and subversives.
        type: fragmentation grenade
        skill: grenade
        availability: 1 R,X
        cost: 200
        range: 3-7/20/40
        blast radius: 0-2/4/6/10
        damage: 5D/4D/3D/2D

Concussion Grenades:
purpose: anti-personnel (primary), anti-materiel (secondary)  The concussion 
grenade is arguably an improvement on the frag.  It consists of a fibrous or plastic container filled 
with  explosives, usually 50% more than is found in a fragmentation grenade of the same size.  It's 
mechanism  of wounding is from the concessive shock wave produced by the explosives. The 
higher quantity of  explosives makes them suitable for emergency demolitions charges, and they 
function more effectively in  vacuum or under water.  They are less popular with insurgents, due to 
the higher quantity of explosives,  but the lower quantity of metal makes them useful on worlds 
with primitive security sensors.  The Imperial Munitions Mk 37 Mod 8 and Mod 9 are the standard 
issue hand  grenade of Imperial Forces, fitted with a timer and  impact detonation system 
respectively.
        type: concussion grenade
        skill: grenade
        availability: 2 R,X
        cost: 200
        range: 3-7/20/40
        blast radius: 0-2/4/6/8
        damage: 5D/4D/3D/2D

EMP Grenades:
anti-electronics The Electro-Magnetic Pulse (EMP) grenade is note a 
traditional grenade, but actually an electronic device that emits an incredible burst of microwave,  
cosmic and radio frequency radiation.  This pulse is harmless due to its short duration, but was the 
effect  of "killing" most electronic devices, especially droids and computer systems.  This is 
caused by  overloading the circuits faster than the overload breakers can usually respond, and even 
the best military  systems usually need to be recalibrated and have their breakers replaced before 
they are functional  again, similar to ion cannons.
        type: EMP grenade
        skill: grenade
        availability: 2 R,X
        cost: 350
        range: 3-7/20/40
        blast radius: 0-2/4/6/10
        damage: 5D/4D/3D/2D Ion


White Phosphorus Grenades:
 anti-personnel/incendiary (primary), screening (secondary)  The 
white phosphorus grenade, also known as "Willie Petes",  is a horifcally effective device that is 
officially listed as a screening device for the grey, wispy, light smoke it produces.  Most 
experienced  military personnel know better, using them for anit-material and anti-personnel 
effects.  A Willie Pete  consists of a light metal container packed with white phosphorus and a 
small bursting charge.   When the charge detonates, it destroys the container, and spreads the white 
phosphorous, which ignites on contact  with oxygen and burns at approximately 2750 degrees 
standard (27 and a half time the boiling point of  water).  The only treatments for WP burns are to 
submerge in water the effected area, and then pick out  the particles (which will reignite as soon as 
they are exposed to oxygen), or cover the WP with copper  sulfate to deactivate it.  Most 
professional soldiers consider the use of WP-based munitions to be either 
a barbaric weapon of last resort, or a highly effective weapon with many suitable applications, 
depending on their personality.
        type: white phosphorus grenade
        skill: grenade
        availability: 2 R,X
        cost: 300
        range: 3-7/20/40
        blast radius: 0-2/4/8
        damage: 5D/4D/3D, does 3D damage per round to flammable material (including most 
people) until  smothered/submerged, or until the effected bodily areas and/or structures are gone.  
Generates 1D smoke  for 4 rounds.  (personal note: I give any Force using character a Dark Side 
Point if they use these things  too often or enjoy and/or advocates their standard use.)   note: will 
not work in an atmosphere that does not contain freely available oxygen

Thermite Grenades purpose
anti-material  Thermite grenades are designed as anti-materiel devices.They
consist of a light metal or plastic body packed with several chemical compounds, primarily 
thermite (a  ferric compound).  Unlike WP grenades, they do not burst, they just burn- at 
temperatures hot enough to  melt most ferric alloys, many ceramic composites and most polymers 
and carbon fiber compounds.  The  2200 standard degree mass of molten iron is hot enough to fuse 
or melt through almost any armour or  machinery given enough time and
quantity.  Due to the chemical nature of thermite, it produces its own oxygen, and may be used 
underwater or in space.  They are more easily improvised and much safer to carry than 
phosphorus.
        type: thermite grenade
        skill: grenade
        availability: 2 R
        cost: 300
        range: 0-5/10/20
        damage: 8D per round for the next ten rounds.

Anti-Vehicle Grenade: 
 anti-vehicle  The new crop of anti-vehicle 
grenades are extremely popular with all
light infantry and urban forces, as they have the ability to make holes in even moderately large 
vehicles.   They consist of a streamer stabilized shaped charge with a contact detonator set at the 
proper stand-off  distance for maximum effect.  Some may also be had with a sticky patch on the 
stand-off cone and a  timer, allowing them to be effectively used to breach fuel tanks and similar 
structures in the manner of a  traditional shaped charge, but pre-built and less cumbersome.  
Unfortunately, they are expensive and  heavy, meaning that they are still relativly rare and a pain to 
carry in large quantity.
        type: anti-vehicle grenade
        skill: grenade
        availability: 2 X
        cost: 750
        range: 0-5/10/20
        blast radius: 0-2/4/8
        damage: 7D, if used against speeder scale targets, ignore scale differences

Smoke Grenade: 
 screening (secondary)  Smoke grenades are popular with every one from cops to grunts to
"rock shatter" music groups, as they are available in a wide verity of colors, have no permanent 
effects,  are cheap and make a dense smoke.  They consist of a container packed with either a 
burning or chemical  reaction based smoke producing filler, and have several holes that are 
covered with plasticized tape.   The most common colors of smoke are white, red, yellow, green, 
purple and black in that order.
        type: smoke grenade
        skill: grenade
        availability: 1 F
        cost: 25
        range: 3-7/20/40
        radius: 3m
        damage:  produce a 2D smoke cloud for 12 rounds

Flash/Bang: 
Distraction and disorientation  A flash/bang is usually one the first things 
through the door during a hostage rescue, kidnapping or prison breaking mission.  Most flash/bang  
grenades consist of a canister of a fibrous material packed full of flash powder.  They produce an  
incredibly loud bang and star-bright flash, that serves to temporarily blind, deafen and disorient 
everyone in the immedate area for about a  minute, allowing a minimum of force and fuss to be 
used by the attackers.  They have also been known to render lightly built
individuals unconscious.  Their only draw back is that they can be lethal and are debilitating to 
anyone unfortunate enough to actually be touching the device when it detonates, and a stray blaster 
shot that hits just right, or a sufficient drop, can set them off unintentionally.
        type: flash/bang
        skill: grenade
        availability: 2 F,R
        cost: 150
        range: 3-7/20/40
        blast radius: 0-6
        damage: 2D Stun.  Also does 6D vs PERC, if effect damage is greater than 6, target blinded 
and deafened for 2D rounds. -3D PERC and all skills requiring vision or hearing, including most 
DEX and MECH skills. Does 4D  damage if in contact with an object or person.
        note:  If the grenade is hit or crushed before arming, roll to see if they detonate.  They have 
2D body strength, and if the result is better than wounded, it detonates.

Glop: 
suspect restraint grenade  Glop grenades are a non-traditional device.  when 
they explode, they spew a mass of rapidly hardening foam over an area.  This material is very 
strong, and sets up in about a second, and only break down when the proper solvent is applied.  
They used mainly for riot control and to stop prison escapes. They almost completely nonleathal, 
and relatively easy to own. Increasingly, some organizations are using them as training assistance 
devices instead of the traditional smoke and riot gas grenades.  (this is taken from the Han Solo 
and the Corporate Sector Sourcebook) 
        type: glop grenade
        skill: grenade
        availability: 2 R
        cost: 275
        range: 3-7/30/60
        blast radius: 0-1/4/8
        damage: 6D/5D/3D, holding STR of glop

Regurgintant Gas:
riot control  Regurgitant gas is an effective, non-lethal, anti-
personnel deviceused primarily to disperse riots and prison uprisings, but has seen some use as a 
chemical and biological warfare training device.  They are similar in appearance and construction 
to smoke grenades, but have some unpleasanteffects, starting with sever nausea, leading to 
projectile vomiting, that last about four times as long as the victim's exposure to the gas cloud. Due 
to the extreme effects of regurgitate gas on most sentients, many civil rights groups have protested 
it's use in dispelling riots
        type: nausea gas grenade
        skill: grenade
        availability: 2 R,X
        cost: 100
        range: 3-7/20/40
        blast radius: 0-3
        damage  6D vs Stamina. Gas active for 1D minutes.  If char's rolls unsuccessful, all rolls +4D 
difficulty (while character empties guts) for 4 rounds per every round of exposure. Functions as a 
1D smoke screen. Blockedbreath mask.


Tear Gas: 
Riot control   Tear gas is viewed by many as a more humane alternative to
regurgitate gas, and is in use were ever one might use regurgitants.  For this reason, it is much less 
tightly regulated to civilians.  It need not be breathed, as it primarily targets the eyes.  An 
individual exposed to tear gas typicallyexperiences copious tearing of the eyes, coughing and an 
occasional tightening of the throat, but not to the point of endangering the life of the target.  It is for 
this reason that many military forces use it, as the majority of military and law enforcement 
personnel have been trained to function despite the effects of the gas or have become acclimated to 
it, as have many individuals who live in heavily urbanized or 
industrialized areas with extensive air pollution.
        type: tear gas grenade
        skill: grenade
        availability: 1 F, R
        cost: 200
        range: 3-7/20/40
        blast radius: 0-3
        damage: 3D vs Stamina.  Gas active for 2D minutes. Roll damage at start of round. If 
character's roll unsuccessful, increase all difficulties by that amount. Effects last for 1D-2 rounds 
after leaving gas cloud. Functions as a 1D smoke screen. Blocked by breath mask.

Concussive Stun Grenades purpose
 incapacitation  Concussive stun grenades are a lighter weight version of the
concussion grenade, ment only to stun, not kill.  Unfortunately, they can cause permanent and even 
lethal injuries, despite the good intentions of the users.  For this reason, they are just as tightly 
regulated as lethal grenades, and they are relatively unpopular with law enforcement and hostage 
rescue teams.
        type: concessive stun grenade
        skill: grenade
        availability: 2 R,X
        cost: 250
        range: 3-7/20/40
        blast radius: 0-2/4/8
        damage: 6D/5D/3D/2D Stun.  Any complications rolled on the Wild Die by either the 
grenade's damage die, or the target's STR resistance, treat the one half the damage as lethal force.

Stun Gas: 
 incapacitation/riot control         Stun gas is a more popular alternative to 
concessive stun grenades, as it plays few lethal tricks on the target.  Similar in appearance and 
construction to smoke and riot gas grenades, it is used by anyone who wants to take an individual 
alive or minimize the danger to surround property and innocent bystanders.  It is exceedingly fast 
acting, dropping all but the most stalwart individuals in a matter of seconds.  There are two 
popular stun gases an the market today, CC-457 and MS 92.  CC-457 is used most often by the 
military, as it can effect the body mearly be skin contact, while MS 97 is more often sold to 
civilians as must be breathed to be effective.
        type: stun gas grenade
        skill: grenade
        availability: 2 R,X (civilian version 2 F,R)
        cost: 320 (civilian version 250)
        range: 3-7/20/40
        blast radius: 0-3
        damage: 5D Stun.  Gas active for 2D minutes. Roll damage at start of round. Functions as a 
1D smoke screen. Blocked by full body suit (military version) (blocked by breath mask with 
civilian version).


SPORE GRENADE:
     Damage: 4D+1 Stun(special)
     Range:0-5/10/20
     Blast Radius: 0-2/4/8
     Avail: 1;F
     Cost: 200
Note:Sends spores that covers up to an 8m radius. This only does stun    damage, but can incapatite 
them for quite some time. When   the spores are released and inhaled by targets in the blast    
Radius the targets will started to sneeze,cough,itch,eyes         will water,etc. also the cloud of 
spores are so thick that   it is a -1d to fire out of, or fire into.

CRYOBAN:
      Damage:cold-5D/*heat-5D*
      Avail:2
      Restrictions:R
      Range:3-6/18/36
      Cost Range:180-385
Weapon Note:This grenade explodes and fills a 5m area with Detrolin spores. These spores soak 
up heat in the general facility and drop the temperature down to -20 degrees Celsius. *after the 
spores have reached there maximum intake they explode in a ball of fire* Gm's Note: the first 
round the spores soak up the heat( cold damage). the round after that they explode(heat damage).


Impact Webbing - small round sphere the size of a marble. Easily
breakable upon impact.
Ammo: 50
Damage:5D
GM's note: When the webbing comes in contact with air it expands and     engulfs what ever it hit. 
This does not do damage. To break free the target engulfed in the webbing         has to roll higher 
then the damage.

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